﻿// Decompiled with JetBrains decompiler
// Type: UnityEngine.PlayerLoop.TimeUpdate
// Assembly: UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
// MVID: E6AE6B5A-2752-4B07-9528-C8B77C62CE79
// Assembly location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.dll
// XML documentation location: C:\Users\windys\Unity\2021.3.39f1c1\Editor\Data\Managed\UnityEngine\UnityEngine.CoreModule.xml

using System;
using System.Runtime.InteropServices;
using UnityEngine.Scripting;

#nullable disable
namespace UnityEngine.PlayerLoop
{
  /// <summary>
  ///   <para>Update phase in the native player loop that waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine.</para>
  /// </summary>
  [RequiredByNativeCode]
  [StructLayout(LayoutKind.Sequential, Size = 1)]
  public struct TimeUpdate
  {
    /// <summary>
    ///   <para>Waits for the operating system (OS) to flip the back buffer to the display and update the time in the engine.</para>
    /// </summary>
    [RequiredByNativeCode]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct WaitForLastPresentationAndUpdateTime
    {
    }

    [Obsolete("ProfilerStartFrame player loop component has been moved to the Initialization category. (UnityUpgradable) -> UnityEngine.PlayerLoop.Initialization/ProfilerStartFrame", true)]
    [StructLayout(LayoutKind.Sequential, Size = 1)]
    public struct ProfilerStartFrame
    {
    }
  }
}
